MAP18: Cyclone Utilities (Remember Your Birthday) (BTSX-E1)

MAP18: Cyclone Utilities (Remember Your Birthday) is the eighteenth level of the first episode of Back to Saturn X. It was designed by Simon Judd (SlayeR) and Sarah Mancuso (esselfortium); the former also composed the level's music track, "Forget Your Name". The par time is 4:30.

Essentials
The keys in this level can be obtained in any order. Doors with colored lights will indicate that the corresponding key is in that direction.

Red key
As the level starts you will see a chaingun in front of you on I'm Too Young To Die and Hey Not Too Rough skill levels, or two zombiemen on Hurt Me Plenty (HMP) or higher. Open the door and turn right then right again to enter a room with demons and shotgun guys, then continue through the west doorway to a larger room with many enemies, including a mancubus on HMP or higher. Go to the door in the south-west corner and activate the lift opposite it to get up to a ledge with a revenant, then head north until you pass one or two chaingunners and reach a room with an armor protected by imps (plus cacodemons and revenants on HMP or higher). Grab a radiation shielding suit by the west door and head through it to enter a lava-flooded room with a plasma gun, which is guarded by numerous enemies including imps and an arachnotron, then enter the tunnel in the south-west corner to find another radiation suit that you may need. Continue south and east past some chaingunners into another room, which holds an arch-vile on HMP or higher, then flip the switch on the east wall to open a door to the south - this door leads to the red keycard.

Yellow key
From the red key, head north to find an open door leading back to the room below (you can drop down to a crate holding a berserk pack from here), but watch out for a group of imps, cacodemons, chaingunners and Hell knights that teleport in. Proceed south down some steps to a dark hallway that leads to a room with three "LOCK" panels - you will need all three keys to open these panels and reach the teleporter to the exit area. Head to the steps on the east side of the room, past a waiting mancubus, then go up to the top and follow the path past some imps and chaingunners to a door with yellow lights. Go through the door and push past a couple of shotgun guys (plus a cacodemon on HMP or higher) to drop down a hole, which leads down to a room with a rocket launcher guarded by mancubi and other opponents, then go through the doorway on the west side of the room and press an arrow button on your right to lower a lift (it will have another mancubus on it on HMP or higher). Ride the lift up and head past one or two shotgun guys to a room crowded with enemies, including an arachnotron in an alcove, then activate the lift in the middle of the room and prepare to kill two demons (plus to revenants on HMP or higher) that rise from the floor ahead.

Open the door ahead and slay any imps waiting behind it, then follow the corridor east (watching out for one to three revenants that are released behind you) to enter an octagonal chamber with a mancubus. Flip the switch on the north wall and kill the imps and zombies that are revealed around you, then step on the lift in the east alcove followed by a second lift in front of you to get back to the rocket launcher room, where the north door has opened to reveal chaingunners and imps (plus an arch-vile and two cacodemons on HMP or higher). Step on the teleporter at the back of the chamber to enter a room with zombies, imps and a mancubus, then head up the steps on the east side of the room (which causes cacodemons to rise from the water pools) and follow the ledge round to a switch that will open four compartments with revenants and imps. Drop down the hole that has been revealed on the north side of the room to see the yellow keycard in front of you.

Taking the key will allow various enemies to teleport into the room, including another arch-vile on HMP or higher; it will also lower the wall in front of the hole that first brought you into this room, revealing a chamber with chaingunners, imps and a knight. Flip the switch on the north side of this chamber to lower a lift behind you, which leads back up to the room with the "LOCK" panels.

Blue key and exit
Back in the room with the "LOCK" panels, go up the steps on the east side of the room to a door with blue lights and kill any enemies waiting behind it, including an arachnotron at the top of the steps. Follow the corridor north to a door, which will open as you approach to reveal one or two revenants that teleport behind you, then go through and flip the switch on the east wall - this will lower a pillar visible through the window holding the blue keycard. Drop out of the window to get the key, but use caution as various enemies are waiting outside including a baron of Hell. Go through the doorway in the north-west corner and follow the hallway back to the starting point, then return to the room with the "LOCK" panels and press all of them to reveal three switches that will open some colored bars blocking a teleporter. Watch out for revenants and demons (plus an arch-vile on Ultra-Violence and Nightmare) that teleport in as you flip the switches.

Step into the teleporter and dispose of some waiting enemies, then go up the steps to enter a large hall with a lava pit that is overlooked by many monsters including chaingunners, revenants and mancubi. Climb up the steps on the south side of the pit then turn round to see a lift behind you, ride it up then walk west towards a green "LOCK" panel on the wall ahead - watch out for zombies that are released to your left as well as a couple of revenants behind you. Pressing the panel will lower the wall west of the pit and reveal one to three arch-viles that will teleport to the upper levels; kill them then activate the lift that was hidden behind the wall and ride it up, then follow the path north and east until you can make a running jump to the structure in the middle of the lava. Carefully step round to the west side of the structure and go inside it to flip a switch that will lower the surrounding walls reveal a chaingunner (plus a revenant to your left on HMP or higher), then follow the narrow ledge round to the east side of the structure to find the exit teleporter.

Other points of interest
The storage area in the south-west corner of the map holds a plasma gun, as well as a megaarmor on a crate.

Secrets

 * 1) From the map start, turn right around the two corners and head straight forward (west) until you see an alcove to your right with some dead bodies and a red flickering light. Press the part of the back wall lit by the light to lower a platform with a megaarmor. (sector 765)
 * 2) Near the end of the long lava-flooded hallway in the north-west section of the map, an inaccessible room with two radiation suits, two medikits, an energy cell and eight armor bonuses can be seen through windows. Shoot the "LOCK" panel inside this room to open a hidden door a ways back, revealing another panel. Press this one to open the room with the items. (sector 592)
 * 3) In the round computer room where you use the keys to unlock the exit, head up the stairs and when you reach the southern door, jump onto the nearby ledge. The brown panel can be lowered to reveal a megasphere. (sector 828)
 * 4) In the corridor leading to the blue key, the northern grated texture contrasts slightly with the rest of the wall. This panel can be lowered, and a computer area map and several armor bonuses can be found when you ride it up. (sector 290)
 * 5) After taking the teleporter to the exit area, climb the steps then turn right and jump to the nearby ledge. Turn left to find a large room with a rocket launcher and lifts leading up to three supercharges. (sector 1098)

Bugs
At the blue key, multiplayer-only shells (things 703, 704, 705) will move up to the ledge above and become unreachable when the access lift is activated (tag 10) or the revenant trap is triggered (tag 1).

Two multiplayer-only cacodemons (things 1138, 1139) are placed halfway inside walls, making them unable to move horizontally, however they eventually get unstuck since they can float upwards out of this spot.

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on June 3, 2022.

Things
This level contains the following numbers of things per skill level: